Suggestion:20080615 Brain Rot: Cerebral Infection

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20080615 Brain Rot: Cerebral Infection

SIM Core Map.png Swiers 04:03, 15 June 2008 (BST)

Suggestion type
improvement to zombie skills

Suggestion scope
zombies with Brain Rot and Infectious Bite

Suggestion description

mechanics:
Zombies who have "Brain Rot" would (when using Infectious Bite) cause particularly nasty infections that spread past the blood-brain barrier and (temporarily) prevent revivification of those who are infected by that zombie. The infection otherwise has the same effects as a normal infection, and if a survivor or zombie is already infected, biting them will NOT "upgrade" the infection.

Several actions performed by survivors would potentially have different effects / flavor text if performed on a zombie who is so infected:

  • Attempts at revivification (unless performed inside a powered NT building) would fail just as if the zombie had brain rot themselves, costing 1 AP and a needle. The resulting message would say something along the lines of "the subject has a cerebral infection- basic medical care is needed prior to successful revivification."
  • DNA extraction would not itself be affected, but the report would say something along the lines of "the subject has a cerebral infection- basic medical care is needed prior to successful revivification."

Note that revivification of affected zombies would still be possible under any of the following conditions:

  • The zombie who is being revived is first treated with a First Aid Kit. As normal, this cures the infection, removing the problem entirely. Since scanning a zombie would tell you they need "basic medical attention", and since most folks scan before reviving, this would likely present little trouble. It just adds an extra step to reviving in certain cases, and makes scanning more important.
  • The zombie who is being revived is inside a powered NT building. As normal for zombies with brain rot; the survivor would still be infected when they stood up, and the infection would not be "downgraded". This option exists mostly for consistency and role play purposes.


intended effects:
This is intended to be a small buff for zombies who have Brain Rot. Its not a new skill because, while most zombies with brain rot have so much XP that buying a new skill would be trivial, low level zombies are often discouraged from buying the skill when it would actually help them most. Its not all that hard for a decently prepared survivor to deal with it when they go to do a couple revives, but it does make staying outfitted to do revives a bit harder, as you need access to two types of resource and burn through them a bit faster. That would probably have the effect of making actual "siege" tactics (where zombies deny survivor resources and wear them down with repeated small break ins, as opposed to rushing in one huge wave) a bit more effective, assuming a decent majority of the zombies had both skills.

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. Keep - Cause I play a dual-nature level 42 zombie. --Emot-siren.gif LABIA on the INTERNET Emot-siren.gif Dunell Hills Corpseman The Malton Globetrotters#24 - You rated this wiki '1'! Great job, go hog wild!|||||||||||||||||||||||||||||||||| TMG 04:11, 15 June 2008 (BST)
  2. Keep - Cause I play a level 42 bounty hunter. SIM Core Map.png Swiers 04:12, 15 June 2008 (BST)
  3. Keep - I like the idea of further rewarding players who buy Brain Rot. This isn't overbalancing, and it's little touches like this that can encourage more people to play as dedicated zombies. (Bring on the post-Brain Rot skillset, Kevan!)--Jiangyingzi 04:28, 15 June 2008 (BST)
  4. Keep - Well, this should tip the balance towards zeds, so why not? Right now the zeds are losing, numbers-wise. --Blake Firedancer T E RNL? P.I.S.I.T. 04:33, 15 June 2008 (BST)
  5. Keep - Sounds like meningitis, and I like it. --Aeon17x 04:39, 15 June 2008 (BST)
  6. Keep - Because i have four level 42's and a number of others. --The Grimch U! E! WAT! 04:46, 15 June 2008 (BST)
  7. Keep - Gives zombies a reason for lunch. Ioncannon11 04:53, 15 June 2008 (BST)
  8. Keep - Tactically interesting. --Pgunn 04:56, 15 June 2008 (BST)
  9. Keep/Change - Wonderful idea. However, might I suggest that a succesful attack by a zombie possessing the ability have a 50% chance of infecting their target. So it's never a sure thing. Dunno why I like that, I just do. :) But I still support it as is. --WanYao 06:09, 15 June 2008 (BST)
    That would actually weaken their attacks, unless you mean it only has a 50% chance of causing the "Cerebral Infection: effect, but still has a 100% chance to cause a normal infection. Because really that is all this is- a normal infection that has a special effect that kicks in when present in a zombie (who are not normally affected by infections at all). Also note that I specifically made it so that a normally infected survivor or zombie was safe from this new effect; I think that provides a "chance of failure" without the added complexity of a random roll. It also encourages Rotters to attack the "fresh blood" rather than kill stealing... SIM Core Map.png Swiers 06:18, 15 June 2008 (BST)
    That's exactly what I meant. Just nerf Cerebral Infection to 50%... --WanYao 22:16, 15 June 2008 (BST)
  10. Keep/Change - As Jiang and Wanyao. It would be a good idea, but shouldn't be 100%. --Tselita 06:32, 15 June 2008 (BST)
  11. ok - --Officer Dick Trickle 06:57, 15 June 2008 (BST)
  12. Keep - sounds fun. --PdeqTalk* 09:57, 15 June 2008 (BST)
  13. Keep – Nice little tweak. Might make healing before reviving a more common practice. ᚱᛁᚹᛖᚾ 10:54, 15 June 2008 (BST)
  14. Keep Yep. Buff the zombies. I love them. They should be deadly and mostly impossible to stop, mostly.--RosslessnessWant a Location Image? 10:59, 15 June 2008 (BST)
  15. Keep - Could make the game a little more fun.--Jamie Cantwel3 TalkAll glory to the Hypnotoad! 11:40, 15 June 2008 (BST)
  16. Keep - As above --  13:06, 15 June 2008 (BST)
  17. Keep I love this, but I want one thing clarified. If you are being revived in a powered NT then you don't need the FAK before the needle but on the street or elsewhere you do? It doesn't change my vote, but I want to make sure I know.--– Nubis NWO 13:15, 15 June 2008 (BST)
    That is correct. In effect, being infected by a zombie who has brain rot would give you "brain rot lite", until the infection was cured. I call it "lite" because it doesn't affect scanning, and (obviously) is very easy to cure. Hence the name - "Cerebral Infection" being the early, early stages of actual Brain Rot. SIM Core Map.png Swiers 18:24, 15 June 2008 (BST)
  18. Keep - I'd like this to be a new skill, but that's just so I'd get to level 43 :D. --Midianian|T|T:S|C:RCS| 13:26, 15 June 2008 (BST)
  19. Keep - I have a couple of level 42s that would love this. - User:Whitehouse 13:36, 15 June 2008 (BST)
  20. Keep - I like the idea of having more of a reason to buy brain rot, and think it would make it more interesting. in the long run it could shift the balance in fav our of zeds though, maybe? I also think that causing the infection should be 100% --Irounds 13:51, 15 June 2008 (BST)
  21. Keep - Love this idea. --The Hierophant 13:54, 15 June 2008 (BST)
  22. Keep - Brain rot has needed something to make it worthwhile for a long time.--Insomniac By Choice 21:51, 15 June 2008 (BST)
  23. Keep/Change - I like this, but I think it would be improved by allowing the infections to be upgraded. As it is, this could be abused by life cultists to pre-infect survivors. --Ocular Druuuuu 22:22, 15 June 2008 (BST)
    It could, but I doubt that's a good use of their AP, and would probably annoy many people for each of the few it helped. SIM Core Map.png Swiers 19:18, 16 June 2008 (BST)
  24. Keep - We need more reasons to buy Brain Rot. -- Cheese 22:23, 15 June 2008 (BST)
  25. Keep/Change - Great Idea, But (not sure if you meant this alredy) maybe you could bite other zombies at the Revive point who do not have brain rot and give them this infection.--Moogohoogo 22:36, 15 June 2008 (BST)
    Nope, I (rather intentionally) did not allow that. I'd rather not encourage brain rotted zombies to behave out of character that way; they should be seeking out fresh, live, uninfected prey. SIM Core Map.png Swiers 19:18, 16 June 2008 (BST)
  26. Keep - You stole my idea! Hah! Awesome. --カシュー, ザ ゾンビ クィーン (ビープ ビープ) ;x You rated this wiki '1'! Great job, go hog wild! @ 22:45, 15 June 2008 (BST)
  27. Keep - Others. --  AHLGTG THE END IS NIGH! 22:52, 15 June 2008 (BST)
  28. Keep - All aboard --Sir Bob Fortune RR 23:55, 15 June 2008 (BST)
  29. Keep - Fantastic idea. --This is you talking hurrrrr - Crypto LOL 00:35, 16 June 2008 (BST)
  30. Keep - Rewarding players who bought brain rot? Why I'd neve-.--Karekmaps?! 01:33, 16 June 2008 (BST)
  31. Keep - Bring em on. --Heretic144 01:41, 16 June 2008 (BST)
  32. keepy uppy--Minigun4523 04:31, 16 June 2008 (BST)
  33. Keep - A keep from me. --Pvt human 10:48, 16 June 2008 (BST)
  34. Keep it, but consider some things from those in kill. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 11:00, 16 June 2008 (BST)
  35. keep but especialy if "moogohoogo's" point about being able to infect revive lines worked. might actually make people play dual natured a little more often!--Honestmistake 15:13, 16 June 2008 (BST)
  36. Keep - Putting a little more fear in a zombie apocalypse? Novel idea but it just might work! --Riseabove 19:41, 16 June 2008 (BST)
  37. Keep - Odd, and doesn't really address the main issues that need addressing. But any zombie buff gets a keep from me. - Grant (talk) 01:31, 17 June 2008 (BST)
  38. Keep - Wow, it's nice to see something like this. I had, until now, been thinking that Brain Rot has lowered significantly in usefulness. Since most long-time zombies (those most likely TO buy brain rot), will have tons of XP to spend on survivor skills when revived, and are in fact likely more deadly as harmanz than zambahz, especially when laid alongside all of the neat sneak-in-and-smash-stuff options available to death cultists (guns and the like, I know _I_ kill more survivors as a survivor than as a zombie), and the ease of getting killed again: Brain Rot's lost some utility except for a) the cool factor, and b) griefing revive points. I WOULD add C) preventing combat revives, but so few people seem to PRACTICE the wise art of combat reviving, that this no longer seems a bonus! I had been thinking that some skill leading off of brain rot, both as reward for those players playing things the hard way and abstaining from death cultism, and simply as a boost for zombies who so sorely need it, would be cool. And here it is. I'm not smart enough to think of something like this, but all of my "Keep" vote, are belong to it. Jerith 15:47, 18 June 2008 (BST)
  39. Keep - Not many zombies do have brainrot and it would actually encourage more to buy it and balance the game more.--Doctor Oberman 16:40, 18 June 2008 (BST)
  40. Keep - I don't see a problem with this. Bryce Wright 21:06, 18 June 2008 (BST)
  41. Keep - Fantastariffic! --BoboTalkClown 18:48, 19 June 2008 (BST)
  42. Keep - As Kathew --The Malton Globetrotters#19 - DrPain TMG 01:49, 21 June 2008 (BST)
  43. Keep - Brilliant, this is just what us brain rotters need! --Ishmael Davenwood 03:47, 22 June 2008 (BST)
  44. Keep - I have a rotter and he needs that edge. DanceDanceRevolution 07:55, 23 June 2008 (BST)
  45. Keep - A reason at last to get brain rot.--Etherdrifter 11:42, 23 June 2008 (BST)


Kill Votes

  1. Kill - This is a really good idea, but what this does is make it where you will have to use 12 or more AP to revive someone. that will reduce the safe revives to 3 for 50 AP. I do believe that the game is a little out of balance, but thats because of the buffed search rates. Reduce the buff and the game will be back in balance. --Lt.G Deathnut freelance 21:17, 15 June 2008 (BST)
    Yes, it potentially could cost 12 AP to revive somebody, although in many cases it would be 11 (no cerebral infection) or even just 10 (revive a contact who you know has no cerebral infection via metagaming). You rarely get 4 safe revives in 50 AP anyhow, and its actually very effective to do Suicide Revives.
    Search rate nerfs don't really do much when survivors are already ahead by a lot; what is needed is something that encourages people to WANT to play zombies, either by making zombies more fun to play, or by making it harder for them to return to being a human / easier to remain a zombie (for dual natured players). SIM Core Map.png Swiers 22:13, 15 June 2008 (BST)
  2. kill - i wish i had a well thought out reason, but i dont. i just dont like it --Scotw 00:39, 16 June 2008 (BST)
  3. Kill - I see this suggestion as unneeded and game unbalancing. It makes it too difficult for pro-survivor characters to be revived if they were bitten by a zombie with this skill. If FAKs were present in NT buildings, I would be more likely to vote keep. Since they are not...I am forced to vote kill.  Billy Club Thorton  T!  RR  03:55, 16 June 2008 (BST)
  4. Kill - Between the in-game effect of brain rot, and the out-of-game propaganda campaign to shame survivors into not reviving any zombie who doesn't explicitly say he wants to be revived (won't somebody think of the zombies?), zombies have enough ways not to get revived. (editing to add my stamp, which I forgot) - Fred Fredfredson 14:03, 16 June 2008 (BST)
    That's not the point of this suggestion; this wouldn't prevent combat revives, though it might slow them down a tiny bit, bringing the cost closer to the price of actually killing the zombie. SIM Core Map.png Swiers 19:14, 16 June 2008 (BST)
  5. Kill - Encouraging survivors to heal zombies seems wrong to me, even if they are Mrh?-cows. Also confusing to new players. Infection does need a buff but I don't think this is it. --Explodey 19:00, 17 June 2008 (BST)
  6. Kill - To me this just seems to grief zombies who want to become human again, if you don't want to be combat revived buy brainrot! --Kamikazie-Bunny 13:05, 18 June 2008 (BST)
    What about headshot? Is that not griefing? Each headshot costs zombies more AP than this would cost a reviver. This has nothing to do with zombies who don't have brainrot being combat revived; its about zombies who have brainrot being able to make life slightly difficult for survivors, who currently bounce back up faster than a punching clown when knocked down, even after the entire burb gets wrecked. SIM Core Map.png Swiers 21:06, 18 June 2008 (BST)
    Kill - Horrendous amounts of griefing would occur. People won't put up the effort to revive anyone if they have to use this much AP. Isn't one of the suggestion guidelines don't force players to play as a zombie? I'm pretty sure that it is. --Atticus 18:11, 18 June 2008 (BST)
    If you call a brain rotted zombie biting an uninfected survivor "griefing", then we may as well remove zombies from the game to prevent griefing altogether. Biting zombies to trigger this effect would be dumb- zombies can not tell if other zombies are infected (even if they somehow single them out as a target) so biting zombies would be a really hit-or-miss way to cause this effect.
    I think you either underestimate hw dedicated revivers are, or over-estimatre the AP needed. At most, its gonna cost 1 to scan, 1 to FAK, and 10 to revive. That's 1 AP and 1 FAK more than it does now.
    This no more forces somebody to play as a zombie than killing them does. Its 100% and immediately reversible at no cost to the infected player, so it doesn't fit any of the criteria given in the link you have. And yes, it would require more effort to revive (some) people, but that is not at all unprecidented as a game update. SIM Core Map.png Swiers 21:06, 18 June 2008 (BST)
    Plus the AP to find a FAK and a syringe. That said, you make good points. Shows what I get for voting before I think. Vote retracted. --Atticus 16:15, 20 June 2008 (BST)
  7. Kill - Something about the suggestion just makes me say no, but I can't seem to put my finger on what it is. --ZsL 21:39, 18 June 2008 (BST)
  8. Kill - The one thing I count on in this game is the ratio. Right now, this sounds really good. But what happens when there get to be dozens and dozens of zombies in queues with this shit? Necrotechs can barely function as it is. Survivors are pretty retarded, frankly. This will just make it so it's nigh impossible to recover from another fucking The Dead siege, so no. I'm up for something that will knock the balalce down to roughly 1:1, but not something that will break the game. --Vandurn 13:51, 20 June 2008 (BST)
  9. Kill - I dislike the idea of being able to use FAKs on zombies in the first place. "Oh no! My zombie girlfriend has the herpes! I had best FAK her before it is too late." --Akule Maker of fine, hand-crafted UDWiki sass since 2006 -- Akule School's back in session™ 14:11, 20 June 2008 (BST)
  10. Kill - I just don't like brain rot subskills. I don't want my character to have brain rot, and I don't want to be pushed into buying it to be maximally effective as a zombie. --Toejam 20:45, 20 June 2008 (BST)
    Its not a subskill, and it has no impact on how easily you can kill survivors. Currently buying brainrot makes a zombie arguably LESS effective; doesn't it seem stupid that spending XP to buy a zombie skill and go up in level makes you LESS of a threat to survivors? If you don't want to buy brainrot, you retain the advantage of occasionally being revived, which would probably still be quite good- this would just put rotters more on par with level 41 zombies. SIM Core Map.png Swiers 18:23, 21 June 2008 (BST)
  11. Kill - no more zombie skill buffs! POWER TO THE PKER!--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 07:44, 21 June 2008 (BST)
  12. Kill -Bad suggestions make strange bedfellows. Screw the damn zombies. What more do you want, weapon skills? --TerminalFailure 18:38, 27 June 2008 (BST)


Spam/Dupe Votes

  1. Spam - This won't change a character's behaviour, only a players, meaning they'll wait 24 hours before standing up. Encouraging players to take a 24 hour timeout is not good for the game. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 21:46, 18 June 2008 (BST)
    How do you figure this would create such behavior? If they wait to stand up as a zombie, they just spend time away from the revive point- not a good idea. If they wait to have 50 AP after their revive- well, most folks already do that, its just plain smart, especially if you are infected. This suggestion would actually DECREASE the need for that, as you'd be less likely to have an infection when you stood up. In fact, if you were infected by a rotter, you could be CERTAIN that you would not have an infection after you get revived! SIM Core Map.png Swiers 22:34, 18 June 2008 (BST)
    My bad, I'm confusing this suggestion with another, or just making one up in my head. It's been a long day. However, I don't like this (now that I'm sure I've read the right one) because it grants hidden brain rot and essentially forces players to carry a scanner, whereas with BR, you only need to take an action that allows you to see the profile of a zombie. I would down grade this to kill, but it's in no danger of being cycled. -- To know the face of God is to know madness....Praise knowledge! Mischief! Mayhem! The Rogues Gallery!. <== DDR Approved Editor 22:49, 18 June 2008 (BST)
  2. Spam - don't artificially force people to play zombies -- boxy talki 04:19 19 June 2008 (BST)
    Nothing in that link applies to this suggestion. All this does is potentially make revives a bit less of a cakewalk, which is not unprecidented as a game update. SIM Core Map.png Swiers 04:38, 20 June 2008 (BST)
    Making them cost more AP (hell, 1ap per revive was a ridiculous cost in the first place) is not comparable to making them impossible, in many cases, unless you FAK the zombie first. You are trying to force everyone to FAK zombies before revivification, under threat that they will have to play as zombies unless it becomes common practice. No, FAKing prior to revivification is currently extremely rare (I can't remember the last time it happened to one of my character) -- boxy talki 17:10 20 June 2008 (BST)
  3. Fuck.You. - Nerfs hurts? my non-existent Dual nature character, and just takes away fun from the game... :/--/~Rakuen~\Talk Domo.gif I Still Love Grim 23:20, 19 June 2008 (BST)
    If he's actually dual natured, he doesn't actively want to be revived when dead, so how does this nerf him? If anything, this BUFFS dual natured characters, because now they can (when in zombie form) potentially be a little more obnoxious, but are still much easier to revive than if they bought brain rot. SIM Core Map.png Swiers 04:33, 20 June 2008 (BST)
    M'kay, I'm gonna start with this, Nerf was a bad word to use. But think about it, say you're dual natured right? You're alive, but overnight you are killed and sooper infected. See, you're dual natured, so you're not gonna shamble over to a Revive Point. When you're Dual Natured, you only become human when Combat Revived RIIIGHT!? "So what the hell?" you may ask. Well, nobody is gonna heal you before CRing you... at least not for a while... otherwise... just takes away fun from the game. --/~Rakuen~\Talk Domo.gif I Still Love Grim 16:55, 20 June 2008 (BST)
  4. Spam - wrong flavour - applying first aid to a zombie would get your fingers bitten off, at the least. --Funt Solo QT Scotland flag.JPG 00:36, 21 June 2008 (BST)